Fix circular import by moving play lock functions to separate module
HOTFIX: Production bot failed to start due to circular import. Root cause: utilities/dropdown.py importing from command_logic/logic_gameplay.py while logic_gameplay.py imports from utilities/dropdown.py. Solution: Created play_lock.py as standalone module containing: - release_play_lock() - safe_play_lock() Both modules now import from play_lock.py instead of each other. Error message: ImportError: cannot import name 'release_play_lock' from partially initialized module 'command_logic.logic_gameplay' (most likely due to a circular import) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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@ -14,7 +14,8 @@ import sqlalchemy
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from sqlmodel import func, or_
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from api_calls import db_get
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from command_logic.logic_gameplay import bunts, chaos, complete_game, defender_dropdown_view, doubles, flyballs, frame_checks, get_full_roster_from_sheets, checks_log_interaction, complete_play, get_scorebug_embed, groundballs, hit_by_pitch, homeruns, is_game_over, lineouts, manual_end_game, new_game_checks, new_game_conflicts, popouts, read_lineup, release_play_lock, relief_pitcher_dropdown_view, safe_play_lock, select_ai_reliever, show_defense_cards, singles, starting_pitcher_dropdown_view, steals, strikeouts, sub_batter_dropdown_view, substitute_player, triples, undo_play, update_game_settings, walks, xchecks, activate_last_play
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from command_logic.logic_gameplay import bunts, chaos, complete_game, defender_dropdown_view, doubles, flyballs, frame_checks, get_full_roster_from_sheets, checks_log_interaction, complete_play, get_scorebug_embed, groundballs, hit_by_pitch, homeruns, is_game_over, lineouts, manual_end_game, new_game_checks, new_game_conflicts, popouts, read_lineup, relief_pitcher_dropdown_view, select_ai_reliever, show_defense_cards, singles, starting_pitcher_dropdown_view, steals, strikeouts, sub_batter_dropdown_view, substitute_player, triples, undo_play, update_game_settings, walks, xchecks, activate_last_play
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from play_lock import release_play_lock, safe_play_lock
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from dice import ab_roll
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from exceptions import *
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import gauntlets
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@ -1,6 +1,5 @@
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import asyncio
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import copy
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from contextlib import contextmanager
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import logging
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import discord
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from discord import SelectOption
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@ -13,6 +12,7 @@ from typing import Literal
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from api_calls import db_delete, db_get, db_post
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from dice import DTwentyRoll, d_twenty_roll, frame_plate_check, sa_fielding_roll
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from exceptions import *
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from play_lock import release_play_lock, safe_play_lock
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from gauntlets import post_result
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from helpers import (
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COLORS,
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@ -81,58 +81,6 @@ WPA_DF = pd.read_csv(f"storage/wpa_data.csv").set_index("index")
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TO_BASE = {2: "to second", 3: "to third", 4: "home"}
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@contextmanager
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def safe_play_lock(session: Session, play: "Play"):
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"""
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Context manager for safely handling play locks.
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Ensures the lock is ALWAYS released even if an exception occurs during
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command processing. This prevents permanent user lockouts.
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Usage:
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with safe_play_lock(session, this_play):
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# Do command processing
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# Lock will be released automatically on exception or normal exit
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pass
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Note: This only releases the lock on exception. On successful completion,
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complete_play() should handle releasing the lock and marking the play complete.
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"""
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lock_released = False
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try:
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yield play
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except Exception as e:
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# Release lock on any exception
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if play.locked and not play.complete:
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logger.error(
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f"Exception during play {play.id} processing, releasing lock. Error: {e}"
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)
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play.locked = False
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session.add(play)
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try:
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session.commit()
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lock_released = True
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except Exception as commit_error:
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logger.error(
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f"Failed to release lock on play {play.id}: {commit_error}"
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)
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raise # Re-raise the original exception
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finally:
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# Final safety check
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if not lock_released and play.locked and not play.complete:
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logger.warning(
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f"Play {play.id} still locked after processing, forcing unlock"
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)
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play.locked = False
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session.add(play)
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try:
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session.commit()
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except Exception as commit_error:
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logger.error(
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f"Failed to force unlock play {play.id}: {commit_error}"
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)
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def safe_wpa_lookup(
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inning_half: str,
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inning_num: int,
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@ -1248,20 +1196,6 @@ async def get_full_roster_from_sheets(
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).all()
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def release_play_lock(session: Session, play: Play) -> None:
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"""
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Release a play lock and commit the change.
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This is a safety mechanism to ensure locks are always released,
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even when exceptions occur during command processing.
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"""
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if play.locked:
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logger.info(f"Releasing lock on play {play.id}")
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play.locked = False
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session.add(play)
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session.commit()
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async def checks_log_interaction(
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session: Session, interaction: discord.Interaction, command_name: str, lock_play: bool = True
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) -> tuple[Game, Team, Play]:
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76
play_lock.py
Normal file
76
play_lock.py
Normal file
@ -0,0 +1,76 @@
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"""
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Play locking utilities to prevent concurrent play modifications.
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This module is separate to avoid circular imports between logic_gameplay and utilities.
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"""
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import logging
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from contextlib import contextmanager
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from sqlmodel import Session
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logger = logging.getLogger("discord_app")
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def release_play_lock(session: Session, play: "Play") -> None:
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"""
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Release a play lock and commit the change.
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This is a safety mechanism to ensure locks are always released,
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even when exceptions occur during command processing.
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"""
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if play.locked:
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logger.info(f"Releasing lock on play {play.id}")
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play.locked = False
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session.add(play)
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session.commit()
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@contextmanager
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def safe_play_lock(session: Session, play: "Play"):
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"""
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Context manager for safely handling play locks.
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Ensures the lock is ALWAYS released even if an exception occurs during
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command processing. This prevents permanent user lockouts.
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Usage:
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with safe_play_lock(session, this_play):
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# Do command processing
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# Lock will be released automatically on exception or normal exit
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pass
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Note: This only releases the lock on exception. On successful completion,
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complete_play() should handle releasing the lock and marking the play complete.
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"""
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lock_released = False
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try:
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yield play
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except Exception as e:
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# Release lock on any exception
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if play.locked and not play.complete:
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logger.error(
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f"Exception during play {play.id} processing, releasing lock. Error: {e}"
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)
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play.locked = False
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session.add(play)
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try:
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session.commit()
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lock_released = True
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except Exception as commit_error:
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logger.error(
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f"Failed to release lock on play {play.id}: {commit_error}"
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)
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raise # Re-raise the original exception
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finally:
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# Final safety check
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if not lock_released and play.locked and not play.complete:
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logger.warning(
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f"Play {play.id} still locked after processing, forcing unlock"
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)
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play.locked = False
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session.add(play)
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try:
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session.commit()
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except Exception as commit_error:
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logger.error(
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f"Failed to force unlock play {play.id}: {commit_error}"
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)
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@ -9,8 +9,8 @@ from discord.utils import MISSING
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from sqlmodel import Session
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from api_calls import db_delete, db_get, db_post
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from command_logic.logic_gameplay import release_play_lock, safe_play_lock
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from exceptions import CardNotFoundException, LegalityCheckNotRequired, LineupsMissingException, PlayNotFoundException, PositionNotFoundException, log_exception, log_errors
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from play_lock import release_play_lock, safe_play_lock
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from helpers import DEFENSE_NO_PITCHER_LITERAL, get_card_embeds, position_name_to_abbrev, random_insult
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from in_game.game_helpers import legal_check
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from in_game.gameplay_models import Game, Lineup, Play, Team
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